Wednesday, 21 August 2013

"cyber being - cyber dreaming"




In the digital age, can we not have a cyber dreaming? I don't think this is an unreasonable proposition if another man made creation - that of money, can be associated with such an idea (Chatwin, 1987, p. 12).  Unfortunately, this abstract concept will do little to help one understand the complexities of the virtual self.  A virtual self is not real, it is merely a reconstructed projection of one's own being or identity.  The virtual self's identity, like one's own being is constructed through the perception of others. What differs in this regards, is that those contributing to the identity of our virtual self, do so through the values, ideologies, and discourse of another virtual self.  


Figure 1
The virtual self has its own narrative, and these "self narratives, like maps, are constructs for a particular purpose and context" (Van Luyn, 2013,). In the online game "Grepolis" one of my many virtual self's was a powerful player, one of the leaders in a major alliance.  I had friends, enemy's, would bully, was bullied, liked by some and hated by others. We can now begin to understand that "the mutual (and coercive) production of networked lives invites a reconsideration of how we read and create lives in an online context" (McNeill, 2012, p.  116). 


Power was a central determining factor in how I was perceived within this virtual network. This power was produced primarily by spending the most time online, in the guise of a virtual self - and was reinforced by others. If one is to believe that "Dreaming determines not only what life is but also what it can be" (Stanner, 1979, p. 29), can cyber dreaming not provide an avenue to experience an alternate reality?  


References:

Chatwin, B. (1987). The songlines. London: Jonathan Cape.


McNeill, L. (2012). There is no “I” in network: Social networking sites and posthuman auto/biography. p 101-118.


Stanner, W. E. (1979). White man got no dreaming: essays, 1938-1973. Canberra: Australian National University Press.


Van Luyn, A. (2013). BA1002: Our Space: Networks, narratives and the making of place, Lecture 4:  Networked narratives. [PowerPoint slides]. Retrieved from http://learnjcu.edu.au



Image Credit:

Figure 1. [virtual self]  retrieved from: http://b7-publishing.com/baz/bazaar/index.php?show=eGraphics&base[condition]=leading&base[code]=78765&base[width]=645&base[height]=222



2 comments:

  1. Hi Luke. I enjoyed reading your comments on the creation of the virtual self and agree with what you are saying about power being created online by simply being on a network/game more than anyone else. I've never played an online game like Grepolis before, but I have observed on other virtual networking sites (Facebook & Instagram) that having a continual online presence gives virtual selves a sense of power and ownership that they may not have in the real world. Being the first to like a post, commenting on other people's posts, and sharing posts gives virtual selves a sort of virtual currency - they are now part of your experience. I believe this is what McNeill (2012, p110) was illustrating where she wrote that the old culture of "I write, you read" has now become: "I write, you read, you respond, you write, I respond ... Should users fail to reciprocate, they risk alienating network members and violating the social norms of this particular SNS community."

    Our virtual hands are forced; live online or risk becoming a virtual pariah.


    Reference List

    McNeill, L. (2012). There is no “I” in network: Social networking sites and posthuman autobiography. Biography, 35(1). 101-118.

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  2. Hi Luke. The article you chose to incorporate in your blog was very informative. I particularly agree with the quote "Because building avatar identity is critical, it's important to let users customize it" (Sundar). Creating your own online identity, or avatar in this case, allows the user to feel more empowered as they are able create from their own vision. This can sometimes make the experience more realistic or fictional, depending on the virtual network being used.

    Reference:

    Sundar, S. Bonding with your virtual self my alter your actual perceptions, Science Daily retrieved from http://www.sciencedaily.com/releases/2013/05/130502082247.htm

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